Hello,
Does anyone know which flags have to be set for a
full body
animation (like the death animations)? If I don't
set
the pev-deadflag to something other than
DEAD_NO,
my animation is only played by the player's top
half. Basically, my
animation has the player kneel down, so I can't
Does anyone know which flags have to be set for a full body
animation (like the death animations)? If I don't set
the pev-deadflag to something other than DEAD_NO,
my animation is only played by the player's top half. Basically, my
animation has the player kneel down, so I can't separate it
I've set pev-deadflags to another value I've added (since
in think function it checks if pev-deadflag = DEAD_DYING),
and my own think function. What I am wondering is which flag determines
that the animation sequence in pev-sequence will be for the whole
body or just the upper body (and
Okay, i think you may have mis-understood (or maybe me). I need to code
on that
dial somehow and I don't know where to start since the data input style is
different
than a key.
-Lak
Look through the code. The joystick code (IN_ReadJoystick) uses joyGetPosEx
(see the MSDN info for details)
its not even that.
remove any L# tags from the animation line.
LX/LY = motion extraction aka: gait.
if a sequence doesnt have that, when its being called, the active
gaitsequence doesnt have any effect because the primary overrides it (look
at swimming/treading water/hover/jump/longjump etc.)
Just
set the players pev-gaitsequence to 0 and nothing will play on the lower
body. Look at case statement for ACT_HOP, ACT_DIESIMPLE, etc. in
CBasePlayer::SetAnimation() for examples. Those are all full body
animations.
-Original Message-From:
Georges Giroux [mailto:[EMAIL
Hmm maybe I am not makign sense. Look here: http://www.microsoft.com/hardware/sidewinder/_graphics/Devices/prec2/prec2-Mains-02-02.jpgsee the grey nob thing on the left of the stick? Mine is similar to that but just flat. Anyway that controls speed in Flight Sim, can I make that control speed in
The throttle, usually the z axis.
Thats all I can add to this conversation
Have fun
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Nathan Taylor
Sent: 07 December 2001 23:06
To: HLCoders
Subject: Re: [hlcoders] Joystick Fun
Hmm maybe I am not makign
Thanks :) - Original Message - From: Simon Street Sent: Friday, December 07, 2001 7:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Joystick Fun The throttle, usually the z axis.Thats all I can add to this conversationHave fun-Original Message-From: [EMAIL
If I remember correctly in your original description you described this dial
thingy as being capable of modifying the range of the joystick itself? IE, set
the dial at one end and you get fine control and at the other end you get
coarse control? If so, the mechanism is probably built into the
i was trying to learn how to use the bone controller...but i had no luck :(
I added this to my ClientCommand() function:
else if(FStrEq(pcmd,bset))
{
char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2);
if(!a1||!a2)
return;
int cont=atoi(a1);
float val=atof(a2);
11 matches
Mail list logo